#long reload time
1 messages · Page 1 of 1 (latest)
i'd guess its because you have a whole bunch of long lines
the every 1 tick: loop all entities: doesnt help either
would it help if i put all the every 1 tick: in one skirpt and in one event?
from all skripts
the one above is with out the every 1 tick: the one below with
I would make a function to freeze entities instead of looping all of them every tick
its pretty easy too
especially every tick
doesnt a function get called multiple times for one entity if it gets frozen multiple times? So if i freeze an entity with a function 2 times, wont two functions run at the same time?
can i also add them?
increase the duration? yes
ah
ok
so like i make a function with the UUID and the duration that gets added and then i add it and after that check if they are already frozen?
and if yes cancel it
possible, yes
and that would eliminate the extreme loop?
it would yes
ok
but id say it wont shorten parse times by too much, as youre still doing a lot of heavy particle stuff.
you can put parentheses around this, but itll still be a bit slower than other scripts
well all the skript have that meny particles
but this is the only one that takes so long
maybe because i set one particle shape on load and all the others have it in the event
do i cancel a function with stop or cancel event?
would this work
if {hn.%{UUID}%::ice::freezetime} is not set:
set {hn.%{UUID}%::ice::freezeloc} to location of {UUID}
add {duration} to {hn.%{UUID}%::ice::freezetime}
while {hn.%{UUID}%::ice::freezetime} > 0:
teleport {UUID} to {hn.%{UUID}%::ice::freezeloc}
remove 1 from {hn.%{UUID}%::ice::freezetime}
draw shape {ice::freezer} at location 1 block above {UUID}
wait 1 tick
delete {hn.%{UUID}%::ice::freezetime}
stop
else:
add {duration} to {hn.%{UUID}%::ice::freezetime}
stop
?
it doesnt work
i call it with freeze(victim,3)
i need help
please
why doenst my function work?
Does the name matter?